Ultra street fighter 4 gen changes

Found a great setup against Ryu now. Do a low lk Gekiro (I do three quick hits, pause till he almost drops out, then three quick ones), then do a slightly delayed crane cross up. If he dps you will hit him out of it. But what makes this even better? Neutral jump when landing after knocking him out of the air. It he dps you will time it so his dp just sails through you, and you have a lot of time for a huge punish. In essence, this is two safe jumps in a row. I think lp do will hit you out of the second jump though. I’m testing with hp, which is what they normally use.

The timing is real easy.

I also use the neutral jump srk whiff to my advantage after a fwd throw. The best safe jump vs dp is cr mp wf 1 step > cross up mantis.

hey street, is something different with the way giekro juggles? i feel like every character gets juggled much higher the way honda used to. i dont remember this many characters being able to fall out of the top of the late kicks of a giekro juggle

Which Gekiro? I can say at least on shotos, Ibuki and Balrog the juggle is the same with LK and EX(HK) Gekiro.

EX (HK) the same?! How come crossup MK Oga doesn’t work for me anymore then?

MK oga still works well.

i think it’s even easier now to cross after lk geikiro but maybe it’s me getting a little bit better … afaik it still works :slight_smile:

It probably has something to do with Oga’s hitbox nerf

Off

off of whiffed HK Gekiro after EX Gekiro? I used to land it all the time but in ultra it has missed in matches; I went to training to test it out and it kept being a non crossup (meaning it doesn’t have to do with Oga’s hitbox, but, if anything, Gekiro juggle; could be my timing, though, but I never had problems with it in AE – it was lenient).

lol so here’s a very specific situation against Zangief where Jyasen is NOT SAFE ON BLOCK, I don’t know if you all Gen experts are aware of this but I just suffered this today and was able to replicate it in practice mode, if Zangief standing blocks MP or HP Jyasen he can punish it after the first (or 2nd I don’t remember) BLOCKED HIT with special, super or ultra, IDK if other characters are able to punish it as well, I just tried against Hugo, Ken and Zangief and only Zangief punished it :wink:

It happens to some characters while they’re standing, when they block the 1st hit of roll from a certain range (or a later active frame, not sure about this part). The 2nd hit completely whiffs and they can mash stuff in between the 1st hit and the 3rd hit. It happens to Ryu and other shotos as well.

yeah. I only use light roll

I’m starting to love the combination of roll, rf and ultra. Almost every roll you land can be followed up ok reaction for like 400+ damage and a chance at Oga crossup afterwards (with Teiga). So damn nice. Blocked hands sets you up nicely for a roll. The risk/reward is not great if you don’t have three bars, but if you do …!

Even though Teiga raw is good at punishing fireballs on reaction, and mp super does the job up close, it’s nice to have the option of ex lp roll xx rf > ultra. You can just crouch block and do it on reaction. Now fireball characters are threatened by huge punish vs fireballs against jumping Gen AND crouching Gen (and standing, buffering Gen).

Just some additional information about the jc Mantis Ultra 2. Apparently the same version comes out if used as a Reversal. Does this make it the the first truly safe mashable Ultra?
Apart from the fact it can be beating by reaction Ultra after the flash. :stuck_out_tongue:

i heard it’s +5 on block so… GO FOR IT MATE!!!

I get punished when doing it as reversal it seems. Ironically enough I use the jc motion then too, so maybe using jc version as reversal acts in a reversed way, voiding the safeness (and additional changes too I’d assume)? Very far fetched, I know, but like I said I seen to recall being punished after reversal U2.

I heard it can be jumped over after the flash too. If that’s true the safeness is only artificial, a gimmick. It’s 7 frame startup, right? Sounds too quick to be able to jump over after flash now that I think of it.

Let me vouch that on several occasions people have tried to jump out of it after the freeze, and got promptly Ultra’d for their efforts.
If I recall, prejump frames for most characters are 4 frames, so it will win out against those jumps at least.

The roll xx rf > backdash > teiga setup seems to whiff on Dan. Lands on Makoto, Ryu, Gouken Poison and only whiff so far Dan.

Just realised you can combo Shitenketsu off of ch st mp. Considerably tight, though. Speaking of which, back in 2012 I tried for so long to find a setup where cr lk crane would trade with cr tech so you can OS ultra but its hitbox/hurtbox seems to make this tough to achieve. Same for crane at HK. Too damn bad because it would’ve helped his aa game a lot.

https://m.youtube.com/watch?v=ItzYwBtD7is

cross up jump medium punch

Is there a video showing the different heights for gekiro oga cross up setups or maybe button timings? I’m not getting the set ups right and want something to base low, medium and high gekiro on.

low-last kick on knee of opponent
mid-last kick on the groin
high-last kick on the ass